outline chapter 7

chapter 7, testing begins on level 4 clouds

kurt presents game equipment, boy and girl test all levels, kernel makes bug fixes, explore antarctica level in its sterile complexity. boy and girl work against each other, don’t share goals. they get bug database and correlate anomalies. detractors dismiss as cranks.

kurt introduces special quantum gamegear and the boy and girl test the game, but don’t play well together. the quantum kernel is so efficient that it makes instant bug fixes; improving the gameworld before their eyes. several universal constants change slightly in the realworld. the authorities receive the bug database and correlate anomalies, but officials dismiss the evidence.

bad planning is the mother of adventure.” adventure is just bad planning. amundsen.

playtesting:

the boy and girl pick basic avatars and do basic adjustments on the equipment, all patterned on their bodies and responses. the animation is clunky and stiff, snake doesn’t have much body sense, and hte girl should have done the animation . they use cheat codes. they steadily comment on their experience, pointing out things to fix and improve. kurt makes some adjustments and the kernel starts implementing their bug fixes. they become entangled with the quantum kernel. this enables updating at a distance, so when they notice something wrong, it fixes it for them as soon as they add the bug to the database.

playtesting: level architecture is wireframe or placeholder, no set dressing, no npcs, no backgrounds. also no games or rides, only placeholders which gradually begin to function as new builds are compiled. supposed to be testing core gameplay in prototype level. prototype level template is completed, put together a build (latest game code and assets) and playtest, comments to database.

they’re anxious to be in antarcitca and are starting to think the first 2 levels were a mistake. they feel they’re there to show the kernel what they want, so they do the same kind of showoff stuff that pissed the angel off. they test carnival when it is placeholder just to see if it’s playable. nothing works yet.

they’ve been working on antarctica the whole time, and it’s fine in a basic placeholder way.  it’s got photoshopped backgrounds and rough edges and missing objects, the npcs are little leprechauns who stutter and speak in over-the-top brogue, a parody of a badly made, cheaped out videogame someone made in their bedroom.  the cities are impeccable, but empty.  there are no skills to develop because the boy and girl have already developed their skills and aren’t really concerned about that, figuring people will pick it up.  there’s nothing to do there without players.  all they can do is test objects and task npcs to test things, meaning they run around managing a small army of droids who work all the technology and try all the doors and tend practice farms. this is the only glimpse we’re going to have of the antarctica that they design. how do we represent this? do they run around and describe the areas to each other, here’s where genghis khan comes past and asks them to join his band.? even tho it’s placeholder, they’ve got great expectations for this level, and project their experience onto the place. was it here that we conjured up the banjax? over there a few kilometers, closer to that river?

this game antarctica looks physically different than it will. the boy has been very strict about his geographical details, and has made it an arctic environment, so it ranges from glacier to tundra to coniferous forest. but the girl has used the bunny boots and parkas designed for the midway, so it fits. it’s clunky, tho, and the fur looks bad because maybe the kernel didn’t undestnad the idea of the fake fur she copied in, and made improvements..

playtesting: “If something seems too fast, cut its speed in half. If something seemed too small, double its size. If one of those values was too far in the opposite direction, split down the middle on the next iteration, and so on, until it no longer seems to warrant finer changes.”

results: the problem isn’t with kurt or the kernel; it’s that the level they’ve designed is clunky, inelegant, and stupid.  it’s boring.  there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again so they can teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it and hates the idea of creating a following. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons.  are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, which i can hardly do, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game.  simple enough for a good program and sensitive inputs even now, without a quantum computer.  and so what it’s just a simulation?  if you put your feet in those footprint thingies in time with the music long enough, you WILL learn to dance. but how do you live it? the boy and girl are working against each other, like me and my ex when we tried to work together.  each thinks they know what something needs and so they both do things unilaterally, mainly without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. 

peripherals, playtesting, crappy results,

peripherals:

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.
Forget smartphones or tablets – the future of touch control could be doorknobs, furniture or even your own body. Researchers at Disney Research in Pittsburgh, Pennsylvania, have created Touché, a system that can detect a variety of touch gestures on everyday objects. It works thanks to capacitive sensing, in which an electrical signal passing through the object changes when touched by a conductive material, such as a human finger. Capacitive sensing is already found in smartphone touchscreens, but these devices use electrical signals at only a single frequency, whereas Touché works with a range of frequencies. Using multiple frequencies allows the system to distinguish between a single finger, multiple fingers, a full-hand grasp and many other touch gestures. All you need is a single sensing electrode attached to the object at one end and a computer at the other, which analyses the changing signals to identify the particularly gesture in use. The researchers say Touché could be used to create smart doorknobs that unlock when grasped in a certain way or allow tables and chairs to sense the position of people using them. It could also let you control your phone by touching your fingers together or tapping your palm. The team will present their work at the Conference on Human Factors in Computing Systems in Austin, Texas, on Monday.
Dr. Tononi is also testing his theory in other ways. In a study published this year, he and his colleagues placed a small magnetic coil on the heads of volunteers. The coil delivered a pulse of magnetism lasting a tenth of a second. The burst causes neurons in a small patch of the brain to fire, and they in turn send signals to other neurons, making them fire as well. To track these reverberations, Dr. Tononi and his colleagues recorded brain activity with a mesh of scalp electrodes. They found that the brain reverberated like a ringing bell, with neurons firing in a complex pattern across large areas of the brain for 295 milliseconds. Then the scientists gave the subjects a sedative called midazolam and delivered another pulse. In the anesthetized brain, the reverberations produced a much simpler response in a much smaller region, lasting just 110 milliseconds. As the midazolam started to wear off, the pulses began to produce richer, longer echoes. These are the kinds of results Dr. Tononi expected. According to his theory, a fragmented brain loses some of its integrated information and thus some of its consciousness. Dr. Tononi has gotten similar results when he has delivered pulses to sleeping people — or at least people in dream-free stages of sleep.”

the movements are at first very wobbly because the glove sensors are incredibly sensitive (gross movement, muscle tension, galvanic response, sweat, energy tremor (Q flow))

playtesting w/mouse and keyboard. kurt shows up with the x3 gear – wireless glasses, gloves, earbud – textile powered? creating a field around you?

peripherals

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.”

peripherals: “There are a number of gloves out there that are already designed to work with capacitive touchscreens like the ones on your iPhone, iPad, or Android device, but if you’re not in the mood to spend money on another pair of gloves or you just already have a set that you really love, the 6 Stitch Kit can turn your pair into a set that works with your mobile device and keeps your hands warm at the same time. The kit is pretty simple—when you get it, you get an envelope with a needle, a few strands of conductive thread, and instructions on how to sew the thread into the fingertip of your gloves or mittens so your finger inside is always in contact with the thread. That contact makes it possible for the gloves to work with your touchscreen. The makers of the kit say it should only take you a couple of minutes, and most people don’t even need the instructions, but they’re there just in case. When you’re all finished, any set of gloves will have at least one touch-sensitive finger—if you go light on the thread, you might be able to get two, so you can use multi-touch gestures. The 6 Stitch Kit will set you back $9 USD, with $1 going to the charity Doctors Without Borders. It’s available now and ships worldwide. If you’re looking for more DIY alternatives, a little thermal compound may do the trick, too.”

1. Eye Control It may seem the stuff of sci-fi fantasy, but controlling your computer with your eyes is a practical reality in 2012. One system, Tobii’s “Gaze Interaction,” lets users navigate, scroll, zoom and select using just their eyes. Tobi’s OEM components could see laptops, peripherals and game consoles with built-in eye tracking technology as part of the user interface. You could gaze directly at an icon to open an app, browse files with your eyes, and stare at an item to zoom in on it. This tech also has the potential to make interfaces more adaptive. By just looking at a widget or icon, the item could become responsive and change or update the information displayed.
2. Gesture Control Game consoles have educated consumers to the entertainment potential that gesture control offers, but such tech is also heading to your traditional PC. While Microsoft has launched Kinect for Windows and other computer manufacturers are experimenting with gesture recognition, startup XTR3D now offers an exciting cross-platform gesture control system. What’s particularly interesting about XTR3D’s solution is that it can work with any ordinary 2D camera (such as a webcam or forwarding-facing camera), so it could easily be deployed on existing laptops and tablets. The solution can read hand gestures up to 17 feet away, so you could open a file on your laptop by unclenching your fist, or swipe through your music library with a flick of your wrist from across the room.
3. Advanced Touchscreen Control While touch is undoubtedly an intuitive input method, touchscreens currently don’t offer the same kind of easily accessed advanced controls and menu options that more traditional computers do. As mainstream computing moves over to touch, one device that could help the transition with the multiple inputs that we’re used to (such as the right mouse button or shortcut keys) is the “Ringbow.” This finger-worn tool adds extra layers of functionality to touchscreen computing. It can be used to wirelessly click or right-click, open non-visible elements, such as menus, or be programmed to replicate the actions of any traditional input keys.
4. Wearable Input Device A wearable mouse has long been the dream for anyone looking to really immerse themselves in the computing experience. A successful Kickstarter project, the Keyglove, could see that becoming a reality in 2012. The Keyglove is a wearable, wireless, open source input device that boasts unprecedented flexibility and convenience for all kinds of computer applications. With exciting potential for gaming, design, art, music, device control and even data entry, the glove-based system’s multi-sensor combinations mean it could be programmed to offer one-handed operation of many systems and software. In addition to the benefits a wearable mouse could offer a traditional computer user, the Keyglove could also be of interest to users of small screens, RSI sufferers or those with physical impairment.
5. Speech Control Finally, we’re taking a look at the most natural way that humans interface — with our voices. Speech recognition is rapidly becoming mainstream. The iPhone’s “Siri” assistant, Microsoft’s Kinect, Google Search and even Windows 8 will all help to make talking to your computer or gadget as commonplace as clicking a mouse. As voice recognition, artificial intelligence, semantics and natural language technologies continue to improve, we’re interested to see how speech will be incorporated into interfaces. We predict that the press-a-button-and-speak method will become outdated as smart virtual assistants — which offer an AI-powered, conversational style solution – emerge.
But most of the BCI nowadays use the change in brain signal during motor imagery (like imagining moving your hand, instead of actually moving it. Not visual imagination, but imagining subjectively moving your hand. Yes, that a bit hard to explain…) for control. During motor imagery, there is a decrease in energy of the brain signal in certain frequency band, so the computer can analyze this signal feature and classify your intention. And different motor imagery (like moving hand, moving legs etc.) will have different spatial distribution over your head and so can be used to differentiate against different kinds of intention. Usually it is the motor imagery that is important. Saying “right” out loud in the heart can’t create a clear signal for the device to work on, simply because verbal intention won’t produce noticeable change in brain signal. Of course, over time the brain will adapt and you can stop imagining the hand movement and think directly at the intended action. But it is always better to start with motor intention first. BCI is really as much about the subject as the device. That said, I am still doubtful whether such a small device can do the job well. In research we usually use brain signal amplifier that costs more than $10,000. It’s not too bad toshow what the tech can do – the background colour links to your excitement level, sound gets louder, softer, faster and slower with your mood, and there are a few cool mind training activities. Neurons emit weak radio signals across the ELF/SLF/ULF frequency bands which are detectable remotely.[56] There have been reports that brain-computer interfaces (BCIs) utilising these bands may be achievable, as radio energy in these frequency ranges can be absorbed by neurons.”

This week’s video is from Michael Moyer’s post on brain-machine interfaces. This kind of technology can be used for just about anything – gaming, cursor control, brain training and brain-to-brain communication, to name a few. Right now, a few devices are already on the market. This video features the Necomimi, a Japanese device that uses brain waves to control a pair of fuzzy animal ears that you wear. Yes, her brain is actually controlling the movement of the ears – you can visualize her emotions while she eats a donut or passes by a handsome man. It will be extremely interesting to see what devices come next!”

“Dot Universe, on the other hand, plays on Swedish psychologist Gunnar Johansson’s seminal research on the perception of biological motion in the 1970s. Johansson demonstrated that an array of just thirteen dots, positioned at the body’s cardinal points, is sufficient to create the illusion of a moving human figure. Cleary and Connolly re-created that effect but then jumbled up the results to create what resembles a dynamic, shape-changing constellation that moves with a pleasing, loose-limbed elasticity. A version of this work, Joining the Dots, has already been installed in Tralee, County Kerry. As Connolly notes, it demonstrates “the refusal of the mind to accept abstraction”. Even when an image appears to be formless or random, we’re constantly looking for patterns or shapes that we can interpret and render into meaning.”

A new experiment reported in Science involves far simpler conditions and materials than any previous attempts. Researchers Fedor Gömöry et al. constructed a cylinder of nested magnetic and high-temperature superconducting materials that precisely manipulates an external uniform magnetic field until it is the same on both sides of the object. From a magnetic point of view, the cylinder is cloaked. The technique is far from being able to mask a large object at room temperature: the cloak uses a magnetic field that doesn’t vary in space or time, and the superconductor requires that the entire system be cooled to 77 degrees above absolute zero. Nevertheless, the entire setup is a significant advance and requires much simpler conditions than prior cloaking experiments. The essence of the cloak lies in the different ways magnetic and superconducting materials respond to magnetic fields. A simple hollow ferromagnetic cylinder attracts an external magnetic field, distorting the field lines as shown in the diagram above. (Ferromagnetic is the technical term for what is colloquially known as “permanent magnetism”.) A superconducting cylinder, on the other hand, expels magnetic fields, creating a space free of magnetism inside. Gömöry et al. built a cylinder using a high-temperature superconducting tape on the inside, surrounded by an iron-nickel-chromium (FeNiCr) sheet (which is ferromagnetic). When placed in a uniform external magnetic field, the FeNiCr layer attracts the field but the superconducting inner layer repels it. The combination of the two effects produces a magnetic field that is the same on both sides of the cylinder. The cylinder is then cloaked, as well as anything inside it. The cylinder itself is 12 millimeters long, with an inner diameter of 12.5 millimeters. It is placed between two wire coils producing a static uniform magnetic field. The entire system is then cooled to 77 Kelvins, and the magnetic field is measured at various points around the cylinder using a sensitive device known as a Hall effect probe. While the magnetic field strength isn’t huge by modern laboratory standards (about 0.04 Teslas), it’s strong enough that any distortions would be detectable. To check this, Gömöry et al. separately tested control cylinders made only of ferromagnetic materials and only of superconducting materials. While the controls exhibited strong distortions of the external magnetic field, the combined ferromagnet-superconductor yielded only a tiny amount of disturbance. Both the FeNiCr alloy and the high-temperature superconducting tape are commercially available; the magnetic field strengths are easily achievable by small labs, and cooling to 77 Kelvins requires only liquid nitrogen. This is the real achievement of the experiment: producing magnetic masking with relatively inexpensive components, as opposed to previous cloaks that require exotic materials and often much colder temperatures. While static uniform magnetic fields still constitute a special set-up (as compared to real-world scenarios, where fields vary in space and time), one can imagine laboratory conditions where masking small objects from magnetic fields would be highly desirable. Romulan spacecraft may still be the stuff of science fiction, but reliable magnetic cloaks may now be within reach.”

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.”

Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only solutions. Most of these solutions use stylus-based haptic rendering, where the user interfaces to the virtual world via a tool or stylus, giving a form of interaction that is computationally realistic on today’s hardware. Systems are being developed to use haptic interfaces for 3D modeling and design that are intended to give artists a virtual experience of real interactive modeling. Researchers from the University of Tokyo have developed 3D holograms that can be “touched” through haptic feedback using “acoustic radiation” to create a pressure sensation on a user’s hands (see future section). The researchers, led by Hiroyuki Shinoda, had the technology on display at SIGGRAPH 2009 in New Orleans.[15] The Shadow Hand has haptic sensors embedded in every joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the understanding of haptic awareness, and in 2006 they were involved in related research.[citation needed] The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie while a student of Ken Salisbury at MIT.[20] Touching is not limited to feeling, but allows interactivity in real-time with virtual objects. Thus, haptics are used in virtual arts, such as sound synthesis or graphic design and animation.[citation needed] The haptic device allows the artist to have direct contact with a virtual instrument that produces real-time sound or images. For instance, the simulation of a violin string produces real-time vibrations of this string under the pressure and expressiveness of the bow (haptic device) held by the artist. This can be done with physical modelling synthesis. Designers and modellers may use high-degree-of-freedom input devices that give touch feedback relating to the “surface” they are sculpting or creating, allowing faster and more natural workflow than traditional methods.[21] Researchers at the University of Tokyo are working on adding haptic feedback to holographic projections. [timeframe?] The feedback allows the user to interact with a hologram and receive tactile responses as if the holographic object were real. The research uses ultrasound waves to create acoustic radiation pressure, which provides tactile feedback as users interact with the holographic object.[15] The haptic technology does not affect the hologram, or the interaction with it, only the tactile response that the user perceives. The researchers posted a video displaying what they call the Airborne Ultrasound Tactile Display.[15] As of 2008The technology was not ready for mass production or mainstream application in industry, but was quickly progressing, and industrial companies showed a positive response to the technology.[23] This example of possible future application is the first in which the user does not have to be outfitted with a special glove or use a special control—they can “just walk up and use [it]””

and the beginnings of the game gear (pex, spex and flex – psfX)

‘Immersive Display Experience’ would create a peripheral display around the television screen filling the room around the user with trees, Orcs and bloodstained train carriages, in a manner reminiscent of the holodeck in Star Trek. The peripheral image would merge seamlessly with the game image actually on the screen, which would remain the focus of the user’s attention. The idea is that bringing the room into the game is the next step to making games more immersive, building off Microsoft’s Xbox and motion-sensing Kinect. The application reads: User enjoyment of video games and related media experiences can be increased by making the gaming experience more realistic. Previous attempts to make the experience more realistic have included switching from two-dimensional to three-dimensional animation techniques, increasing the resolution of game graphics, producing improved sound effects, and creating more natural game controllers. This invention would take it a step further: An immersive display environment is provided to a human user by projecting a peripheral image onto environmental surfaces around the user. The peripheral images serve as an extension to a primary image displayed on a primary display. The peripheral image would be created by a 360 degree projector and would adjust as the gamer moved around in the game, and in the room. Eye-tracking tech would ensure that the scene shifts as the user looks around it. A special built in mechanism would avoid shining light into the user’s eyes. Perez’s application also suggests that the image could be adjusted to the shape and even colour of the room to optimise the experience. he patent describes elements of an HMD that will perform this function, including a user input facility, a video-in facility, memory for storing data and a processor for computing the displayed items in the central and peripheral fields of view. The patent text mentions audio: “[T]he HMDs … can also be equipped with an audio system … This will allow the user to watch feature movies … the user experience in viewing movies … can be as good, or even better, than what a user experiences in a movie theatre.”

“An Apple iGlass implementation would be a wearable computer with visual data presented to the eyes, audio to the ears, and some form of synching to a Mac host or the Apple cloud. Could Apple do this?”

air mouse

“A patent newly-published by the USPTO and filed by Apple in June reveals plans for a system through which devices could be charged by the movement of a person’s body, thanks to electromagnetic induction using printed coils. Such a system could potentially allow an iPhone, iPad or any portable device to build up a charge as a user moves around, giving up a continual source of extra juice that should at the very least ensure that you never run completely dry while on the go.

6 cloaking: “A new experiment reported in Science involves far simpler conditions and materials than any previous attempts. Researchers Fedor Gömöry et al. constructed a cylinder of nested magnetic and high-temperature superconducting materials that precisely manipulates an external uniform magnetic field until it is the same on both sides of the object. From a magnetic point of view, the cylinder is cloaked. The technique is far from being able to mask a large object at room temperature: the cloak uses a magnetic field that doesn’t vary in space or time, and the superconductor requires that the entire system be cooled to 77 degrees above absolute zero. Nevertheless, the entire setup is a significant advance and requires much simpler conditions than prior cloaking experiments. The essence of the cloak lies in the different ways magnetic and superconducting materials respond to magnetic fields. A simple hollow ferromagnetic cylinder attracts an external magnetic field, distorting the field lines as shown in the diagram above. (Ferromagnetic is the technical term for what is colloquially known as “permanent magnetism”.) A superconducting cylinder, on the other hand, expels magnetic fields, creating a space free of magnetism inside. Gömöry et al. built a cylinder using a high-temperature superconducting tape on the inside, surrounded by an iron-nickel-chromium (FeNiCr) sheet (which is ferromagnetic). When placed in a uniform external magnetic field, the FeNiCr layer attracts the field but the superconducting inner layer repels it. The combination of the two effects produces a magnetic field that is the same on both sides of the cylinder. The cylinder is then cloaked, as well as anything inside it. The cylinder itself is 12 millimeters long, with an inner diameter of 12.5 millimeters. It is placed between two wire coils producing a static uniform magnetic field. The entire system is then cooled to 77 Kelvins, and the magnetic field is measured at various points around the cylinder using a sensitive device known as a Hall effect probe. While the magnetic field strength isn’t huge by modern laboratory standards (about 0.04 Teslas), it’s strong enough that any distortions would be detectable. To check this, Gömöry et al. separately tested control cylinders made only of ferromagnetic materials and only of superconducting materials. While the controls exhibited strong distortions of the external magnetic field, the combined ferromagnet-superconductor yielded only a tiny amount of disturbance. Both the FeNiCr alloy and the high-temperature superconducting tape are commercially available; the magnetic field strengths are easily achievable by small labs, and cooling to 77 Kelvins requires only liquid nitrogen. This is the real achievement of the experiment: producing magnetic masking with relatively inexpensive components, as opposed to previous cloaks that require exotic materials and often much colder temperatures. While static uniform magnetic fields still constitute a special set-up (as compared to real-world scenarios, where fields vary in space and time), one can imagine laboratory conditions where masking small objects from magnetic fields would be highly desirable. Romulan spacecraft may still be the stuff of science fiction, but reliable magnetic cloaks may now be within reach.”

AfterShokz is one of a handful of companies making bone-conduction headphones, launching its brand earlier this year. Unlike conventional headphones and earbuds that use the eardrums to transmit sound, AfterShokz headphones rest in front of your ear and utilize bone-conduction technology to transmit sound through your cheekbones to your inner ear, bypassing your eardrum completely. The technology, originally developed for military personnel, has been around for a while, but AfterShokz and others have turned it into a niche consumer product.

6 bci: “Neurons emit weak radio signals across the ELF/SLF/ULF frequency bands which are detectable remotely.[56] There have been reports that brain-computer interfaces (BCIs) utilising these bands may be achievable, as radio energy in these frequency ranges can be absorbed by neurons.[57][58][59][60] But most of the BCI nowadays use the change in brain signal during motor imagery (like imagining moving your hand, instead of actually moving it. Not visual imagination, but imagining subjectively moving your hand. Yes, that a bit hard to explain…) for control. During motor imagery, there is a decrease in energy of the brain signal in certain frequency band, so the computer can analyze this signal feature and classify your intention. And different motor imagery (like moving hand, moving legs etc.) will have different spatial distribution over your head and so can be used to differentiate against different kinds of intention. Usually it is the motor imagery that is important. Saying “right” out loud in the heart can’t create a clear signal for the device to work on, simply because verbal intention won’t produce noticeable change in brain signal. Of course, over time the brain will adapt and you can stop imagining the hand movement and think directly at the intended action. But it is always better to start with motor intention first. BCI is really as much about the subject as the device. That said, I am still doubtful whether such a small device can do the job well. In research we usually use brain signal amplifier that costs more than $10,000. It’s not too bad toshow what the tech can do – the background colour links to your excitement level, sound gets louder, softer, faster and slower with your mood, and there are a few cool mind training activities.”

6 bci: “The NeuroSky controller comes with an interactive movie called MyndPlay, an immersive experience that’s like the popular line of “Choose Your Own Adventure” books, says Edwin Kee at Ubergizmo, because it allows users to make choices that steer the movie’s plot in different directions. Another company called Emotiv Systems, which offers a similar multi-sensor device, packages a variety of popular titles like Call of Duty and World of Warcraft, retinkered to work with their brainwave-sensing headset. What else can it do? Some psychiatrists think the technology could help improve mental health for patients suffering from conditions like anxiety or post-traumatic stress disorder. The attention required to use one of these brain controllers actually has a calming effect on the mind, game designer Jane McGonigal tells The Wall Street Journal. Another game called FocusPocus helps players “become smarter” by using concentration techniques commonly used to fight ADHD symptoms, says Ben Kersey at Slashgear.”

6 bci: “In future a new magnetic sensor the size of a sugar cube might simplify the measurement of brain activity. In the magnetically shielded room of Physikalisch-Technische Bundesanstalt (PTB) the sensor has passed an important technical test: Spontaneous as well as stimulated magnetic fields of the brain were detected. This demonstrates the potential of the sensor for medical applications, such as, the investigation of brain currents during cognitive processes with the aim of improving neurological diagnostics. The main advantage of the new sensor developed by NIST in the USA over the conventionally used cryoelectronics is its room temperature operation capability making complicated cooling obsolete. The magnetic field sensor is called Chip-scale Atomic Magnetometer (CSAM) as it uses miniaturized optics for measuring absorption changes in a Rubidium gas cell caused by magnetic fields. The CSAM sensor was developed by NIST (National Institute of Standards and Technology), which is the national metrology institute of the USA. In this cooperation between PTB and NIST each partner contributes his own particular capabilities. PTB’s staff has long standing experience in biomagnetic measurements in a unique magnetically shielded room. NIST contributes the sensors, which are the result of a decade of dedicated research and development. Up to now the measurement of very weak magnetic fields was the domain of cryoelectronic sensors, the so called superconducting quantum interference device (SQUID). They can be considered as the “gold standard” for this application, but they have the disadvantage to operate only at very low temperatures close to absolute zero. This makes them expensive and less versatile compared to CSAMs. Even though at present CSAMs are still less sensitive compared to SQUIDs, measurements with a quality comparable to SQUIDs, but at lower costs, might eventually become reality. Due to the cooling requirements, SQUIDs have to be kept apart from the human body by a few centimeters. In contrast to that, CSAMs can be attached closely to the human body. This increases the signal amplitude as the magnetic field from currents inside the human bodydecays rapidly with increasing distance. An important application is the measurement of the magnetic field distribution around the head, which is called magnetoencephalography (MEG). Already in 2010 scientists from NIST and PTB had successfully tested the performance of an earlier version of the present CSAM by measurements of the magnetic field of the human heart. For the present study the sensor was positioned about 4 mm away from the head of healthy subjects. At the back of the head, the magnetic fields of alpha waves were detected, a basic brain rhythm which occurs spontaneously during relaxation. In another measurement the brain fields due to the processing of tactile stimuli were identified. These fields are extremely weak and the CSAM result was validated by a simultaneous MEG measurement relying on the established SQUID technology.”

6 power supplies: “A variety of silicon

chip micro-reactors developed by the MIT team. Each of these contains photonic crystals on both flat faces, with external tubes for injecting fuel and air and ejecting waste products. Inside the chip, the fuel and air react to heat up the photonic crystals. In use, these reactors would have a photovoltaic cell mounted against each face, with a tiny gap between, to convert the emitted wavelengths of light to electricity.

The key to this fine-tuned light emission, described in the journal Physical Review A, lies in a material with billions of nanoscale pits etched on its surface. When the material absorbs heat — whether from the sun, a hydrocarbon fuel, a decaying radioisotope or any other source — the pitted surface radiates energy primarily at these carefully chosen wavelengths. Based on that technology, MIT researchers have made a button-sized power generator fueled by butane that can run three times longer than a lithium-ion battery of the same weight; the device can then be recharged instantly, just by snapping in a tiny cartridge of fresh fuel. Another device, powered by a radioisotope that steadily produces heat from radioactive decay, could generate electricity for 30 years without refueling or servicing — an ideal source of electricity for spacecraft headed on long missions away from the sun. According to the U.S. Energy Information Administration, 92 percent of all the energy we use involves converting heat into mechanical energy, and then often into electricity — such as using fuel to boil water to turn a turbine, which is attached to a generator. But today’s mechanical systems have relatively low efficiency, and can’t be scaled down to the small sizes needed for devices such as sensors, smartphones or medical monitors. It has long been known that photovoltaic (PV) cells needn’t always run on sunlight. Half a century ago, researchers developed thermophotovoltaics (TPV), which couple a PV cell with any source of heat: A burning hydrocarbon, for example, heats up a material called the thermal emitter, which radiates heat and light onto the PV diode, generating electricity. The thermal emitter’s radiation includes far more infrared wavelengths than occur in the solar spectrum, and “low band-gap” PV materials invented less than a decade ago can absorb more of that infrared radiation than standard silicon PVs can. But much of the heat is still wasted, so efficiencies remain relatively low. The solution, Celanovic says, is to design a thermal emitter that radiates only the wavelengths that the PV diode can absorb and convert into electricity, while suppressing other wavelengths. “But how do we find a material that has this magical property of emitting only at the wavelengths that we want?” asks Marin Soljačić, professor of physics and ISN researcher. The answer: Make a photonic crystal by taking a sample of material and create some nanoscale features on its surface — say, a regularly repeating pattern of holes or ridges — so light propagates through the sample in a dramatically different way. “By choosing how we design the nanostructure, we can create materials that have novel optical properties,” Soljačić says. “This gives us the ability to control and manipulate the behavior of light.” used a slab of tungsten, engineering billions of tiny pits on its surface. When the slab heats up, it generates bright light with an altered emission spectrum because each pit acts as a resonator, capable of giving off radiation at only certain wavelengths. has been widely used to improve lasers, light-emitting diodes and even optical fibers”

6 power supplies: “Flexible, transparent lithium-ion batteries have been made by a team of researchers at Stanford University in California, a technological leap that could spawn see-through electronic gadgets such as translucent iPads. Many electronic components can be fabricated to be transparent, but so far this hasn’t been possible for the power supply, Batteries are normally made up of a pair of electrodes separated by an electrolytic solution, with something to conduct the current to an external circuit, and packaging to hold it all together. But only the electrolyte is naturally transparent, says Cui. And to make matters worse, he says, these components need to be piled on top of each other, which means all of them must be clear for the device to be transparent. solution was to make the components so small that they are beyond the resolution of human eyes. This is done by creating each electrode out of a very fine mesh, instead of a solid sheet or rod of the material. Because no individual strand within the mesh is wider than 35 micrometers, they are too small for the eye to detect and so when stacked they appear transparent, much like looking through two very fine sieves. used microfabrication techniques to first create a grid pattern mould out of silicon. Then a 100-micrometre-thick layer of polydimethylsiloxane (PDMS), a flexible, transparent polymer, was applied using a technique called electro-spinning. When the PDMS was removed from the silicon an aqueous slurry solution containing the active electrode material was applied to it, which filled the grid-like trenches to form a mesh, say s Cui. hey can create lithium-ion batteries that let 60% of the light that hit them pass right through, and an energy density of 10 watt-hours per liter. “That’s very transparent,” says Cui. Not as good as glass, but clear enough to read text through. But 10 watt-hours per liter is a low energy density. The energy densities of conventional Lithium-ion batteries are typically an order of magnitude greater than this it should be relatively easy to push the energy density to roughly half that of conventional batteries. Making the electrode meshes deeper will increase the volume of the active material and the amount of stored energy without making the battery any more visible, Besides the aesthetic appeal of creating transparent gadgets, this sort of battery could also help reduce the size of portable devices, says Nishide. For example integrating the power supplies of smart phones within their displays should make them more compact”

6 power supplies: “Researchers from the National Renewable Energy Laboratory (NREL) have reported the first solar cell that produces a photocurrent that has an external quantum efficiency greater than 100 percent when photoexcited with photons from the high energy region of the solar spectrum. The external quantum efficiency for photocurrent, usually expressed as a percentage, is the number of electrons flowing per second in the external circuit of a solar cell divided by the number of photons per second of a specific energy (or wavelength) that enter the solar cell. None of the solar cells to date exhibit external photocurrent quantum efficiencies above 100 percent at any wavelength in the solar spectrum. The external quantum efficiency reached a peak value of 114 percent. The newly reported work marks a promising step toward developing Next Generation Solar Cells for both solar electricity and solar fuels that will be competitive with, or perhaps less costly than, energy from fossil or nuclear fuels. The mechanism for producing a quantum efficiency above 100 percent with solar photons is based on a process called Multiple Exciton Generation (MEG), whereby a single absorbed photon of appropriately high energy can produce more than one electron-hole pair per absorbed photon. NREL scientist Arthur J. Nozik first predicted in a 2001 publication that MEG would be more efficient in semiconductor quantum dots than in bulk semiconductors. Quantum dots are tiny crystals of semiconductor, with sizes in the nanometer (nm) range of 1-20 nm, where 1 nm equals one-billionth of a meter. At this small size, semiconductors exhibit dramatic effects because of quantum physics, such as: • rapidly increasing bandgap with decreasing quantum dot size, • formation of correlated electron-hole pairs (called excitons) at room temperature, • enhanced coupling of electronic particles (electrons and positive holes) through Coulombic forces, • and enhancement of the MEG process. Quantum dots, by confining charge carriers within their tiny volumes, can harvest excess energy that otherwise would be lost as heat – and therefore greatly increase the efficiency of converting photons into usable free energy. The researchers achieved the 114 percent external quantum efficiency with a layered cell consisting of antireflection-coated glass with a thin layer of a transparent conductor, a nanostructured zinc oxide layer, a quantum dot layer of lead selenide treated with ethanedithol and hydrazine, and a thin layer of gold for the top electrode.
Known as a delayed-choice experiment, the photon in this experiment shows a “morphing” between “particle” and “wave,” supporting the conclusion that these properties are not inherent, but merely a reflection on how we “look” at it. “entanglement” refers to a peculiar quality of the known universe whereby quantum objects in certain situations cannot be described separately, even though they may be separated in space. In other words, if an atom in London is entangled with an atom in Tokyo, they are still one quantum system, which can only be understood together. Entanglement is a multi-object generalization of quantum superposition, another astounding quantum trait, where a particle can exist in two states at once (here and there, up and down). Both properties have been experimentally confirmed. quantum radar, are disclosed herein. Entangled beams allow the absorption spectrum and the resolution limit of quantum radar systems to be selected independently of one another. Thus, while classical radar systems must compromise between range and resolution, quantum radar systems can simultaneously achieve the low attenuation/high range associated with a long wave length and the high resolution associated with a short wave length.”

argument:

6 bioelectric: “‘energetic or electromagnetic interactions play an important role in the brain and nervous system’s ability to communicate information.’ they have shown that ‘electromagnetic fields generated by the heart extend a number of feet outside the body, can be measured, and contain information modulated by one’s emotional state;’ that ‘a person’s heart field can be detected by other people in proximity,’ and that ‘the interactions between people have been shown to produce physiological effects.’ they further hold that the spiritual body provides missing information – that ‘the individual spirit has a very real, dynamic and evolving structure, a kind of ‘holographic blueprint’ that maintains and evolves the pattern of physical structures.’”

6 bioelectric: “‘we are a walking crystal. a crystal is piezoelectric material. this means it converts physical pressure into electricity. you can feel the vibration of people speaking. every bone in your body is vibrating. every tendon is piezoelectric. our body is a walking crystal. we store electro-magnetic energy. we can receive, we can transmit, and we can store electro-magnetic energy.’”

6 biolelectrics: “The frequency the brain areas respond to are from 3 Hz to 50 Hz. For each brain area these are used:
Brain Area: Bioelectric Resonance Frequency: Information Induced Through Modulation.
Motor control cortex: 10 Hz: Motor impulse coordination
Auditory cortex: 15 Hz: Sound which bypasses the ears
Visual cortex: 25 Hz: Images in the brain, bypassing the eyes
Somasensory: 9 Hz: Phantom touch sense
Thought center: 20Hz: Imposed subconscious thoughts”

6 bioelectric: “new research published in the Journal of Brain Research in Jan. 19 2011 show that the mammalian eye exhibits a “spontaneous and visible light-induced ultraweak photon emission.” Here, we present the first experimental in vitro evidence of the existence of spontaneous and visible light-induced ultraweak photon emission from freshly isolated whole eye, lens, vitreous humor, and retina samples from rats. These results suggest that the photochemical source of retinal discrete noise, as well as retinal phosphenes, may originate from natural bioluminescent photons within the eyes. During normal vision, the eyes are continuously exposed to ambient powerful photons that pass through various parts of the eyes, which can produce ultraweak delayed bioluminescent photons that arise from diverse parts of the eyes. Although the importance and possible role of ambient light-induced permanent delayed photons (within different parts of the eyes) during vision requires further investigation, our study may provide evidence of an origin of discrete dark noise and retinal phosphenes The light that emanates through the “window of the soul,” the human eye, is not “imagined,” but real and these biophotons contain energy and information (wave-particle complementarity of Light), capable of transforming our understanding of one another, and ourselves.”

6 neurons / brain / emotion: “when you see a blue square, it appears as a single object. yet the color and shape are registered in different parts of the brain. neural binding allows us to bring together neural activation in different parts of the brain to form single integrated wholes.” p25 “the main thing to remember about neural binding is that it is not accomplished by magic.; it has to be carried out by neural circuitry that links ‘binding sites’ in different parts of the brain. each neuron has between 1,000 and 10,000 incoming connections from other neurons, and another 1,000 to 10,000 outgoing connections. there are between 10 and 100 billion neurons in the brain, which means that the number of connections is in the trillions, as s the number of circuits. a great many of them are binding circuits.” p25-6 “in addition, neural binding can create emotional experiences. in the area of the limbic system, the oldest part of the brain in terms of evolution, there are two emotional pathways with different neurotransmitters: one for positive emotions (happiness, satisfaction) – the dopamine circuit – and one for negative emotions (fear, anxiety, and anger) – the norepinephrine circuit. there are pathways in the brain linking these emotional pathways to the forebrain, where dramatic structure circuitry seems most likely to be located. “activations of such convergent pathways are called ‘somatic markers.’ it is they that neurally bind the emotions (downstream, near the brain stem) to event sequences in a narrative (upstream, apparently in the prefrontal cortex, at the front and top of the brain). the somatic markers allow the right emotions to go where they should in a story. they are the binding circuits responsible for the emotional content of everyday experiences. just as color and shape can be neurally bound, yielding an integrated experience of a red rose, so emotional content can be bound to a narrative, yielding a melodrama – a narrative with heightened emotional content.”

brain. Like military facilities have simulations, quantum computers will bring about a revolution in learning a trade, or surviving a traumatic experience. Like the Internet has everything available upon request, quantum computers make it possible for the computer to teach you. Incorporate a hard drive in your head, and you could live online. This is the future, and coming.

brain. human thoughts are also found in the electromagnetic range of frequencies. Thoughts are very very long wavelengths compared to radio waves, but except for the length of their wavelengths, they are exactly the same. So why wouldn’t a crystal be able to pick up your thoughts? without crystals, computers would not exist. it is the living nature of a crystal that allows computers to do what they do. Natural crystals can hold a ‘program’, which means a thought pattern, and continue to replay that thought pattern for eternity unless someone erases the program. A properly programmed crystal can change and influence vast area in the human world. – fb post Global Illumination Council via Katie Crews

discussion: psi / entanglement: “physiological indices of participants’ emotional arousal were monitored as participants viewed a series of pictures on a computer screen. Most of the pictures were emotionally neutral, but a highly arousing negative or erotic image was displayed on randomly selected trials. As expected, strong emotional arousal occurred when these images appeared on the screen, but the remarkable finding is that the increased arousal was observed to occur a few seconds before the picture appeared, before the computer has even selected the picture to be displayed. the trait of extraversion has been frequently reported as a correlate of psi, with extraverts achieving higher psi scores than introverts. In the experiment just reported, for example, there are several possible interpretations of the significant correspondence between the participants’ left/right responses and the computer’s left/right placements of the erotic target pictures:
1. Precognition or retroactive influence: The participant is, in fact, accessing information yet to be determined in the future, implying that the direction of the causal arrow has been reversed.
2. Clairvoyance/remote viewing: The participant is accessing already-determined information in real time, information that is stored in the computer.
3. Psychokinesis: The participant is actually influencing the RNG’s placements of the targets.
4. Artifactual correlation: The output from the RNG is inadequately randomized, containing patterns that fortuitously match participants’ response biases. This produces a spurious correlation between the participant’s guesses and the computer’s placements of the target picture.
the empirical confirmation of Bell’s theorem (Cushing & McMullin, 1989; Herbert, 1987; Radin, 2006), which implies that any realist model of physical reality that is compatible with quantum mechanics must be nonlocal: It must allow for the possibility that particles that have once interacted can become entangled so that even when they are later separated by arbitrarily large distances, an observation made on one of the particles will be correlated with what will be observed on its entangled partners in ways that are incompatible with any physically permissible causal mechanism (such as a signal transmitted between them). The most extensive discussion of how entanglement might provide a theory for psi will be found in Radin’s (2006) Entangled Minds: Extrasensory Experiences in a Quantum Reality. Radin argued that over the past century, most of the fundamental assumptions about the fabric of physical reality have been revised in the direction predicted by genuine psi. This is why I propose that psi is the human experience of the entangled universe. Quantum entanglement as presently understood in elementary atomic systems is, by itself, insufficient to explain psi. But the ontological parallels implied by entanglement and psi are so compelling that I believe they’d be foolish to ignore (p. 235). Even before Bell’s theorem, it was known that whether light behaves like waves or like particles depends on the conditions of observation. These features of quantum mechanics have led to “observational” theories of psi in which it is not just the act of observation but the consciousness of the human observer that plays an active role in what will be observed”

discussion: brain / consciousness: “Penrose/Hameroff Orchestrated Object Reduction (Orch OR) theory of quantum consciousness. In a nutshell, the theory suggests that inside each nerve cell, spindle-like microtubules (very tiny ropes of protein) exhibit quantum mechanical properties – dual wave/particle characteristics – holding two positions or configurations at the same time. These microtubules are able to dance in unison with thousands of others in a coherent network. Finally, the hybrid states collapse from their uncertainty of quantum entanglement into a singular, “classical” position, in the process forming conscious thought. Some thinkers, including the Boston-based professor of philosophy at Tufts University, Daniel Dennett, have argued that the brain processes inputs like a Darwinian computer, by selectively sorting perceived information, and that a separate consciousness outside the matrix of events and sensations of life is an idle construct. “Subtract them, and nothing is left beyond a weird conviction [in some people] that there is some ineffable residue of ‘qualitative content’ bereft of all powers to move us, delight us, annoy us, remind us of anything,” Dennett says. Is a person’s experience of life more than the sum total of sensory perceptions? Greenfield, a neuro-pharmacologist, has moved from labelling brain regions and prefers to describe the walnut-shaped brain, with its cauliflower-appendage of cerebellum, as operating more like New York City. The brain’s 100 billion neurons could be divided into boroughs, districts and blocks. A room in a building on a block is like a neuron, which communicates with other rooms in the city via messengers – transmitters that are received by receptor chemicals – and inside each room are desk-bound synapses and ion channel cupboards, with pumps for movement of electrical impulses which deliver the required end responses. The brain’s ability to self-repair – for example, after a mild stroke – indicates it has plasticity way beyond the earlier categorisations. Far from being on the genetic determinist side of the nature/nurture debate, Greenfield considers the mind as “the seething morass of cell circuitry that has been configured by personal experiences and is constantly being updated as we live out each moment”. Emotions, Greenfield argues, are the building blocks of consciousness, which emerges as a series of waves of neuron networks that rise and fall according to the degree of awareness or stimulation. “One thing is clear: the brain doesn’t work like a digital computer. It is swirling patterns of electrical activity. It has to do with patterns and complexity,” says Paul Davies. Certainly there is a huge global effort to find the bit where it happens, the NCC – the neural correlate of consciousness. Davies says mapping ways in which neural processes correlate to conscious outcomes is a reasonable approach. “But you are still stuck with the problem of what is it about a particular complex electrical pattern that has thoughts or sensation attached to it, let alone specific ones like love or a sense of greenness. What distinguishes those from the swirling electrical patterns in the Victorian electricity grid, which presumably doesn’t have thoughts and sensations attached to it? That is what a physicist would like to know. So it still seems to me, as a physicist, deeply mysterious, the problem of consciousness.” “Time is on our side. The classical approaches are going nowhere, they are flailing in terms of explaining consciousness,” he says. “It is all more of the same hand waving, emergence arguments, more ultra-reductionism – this part of the brain is important, that part is not – with no attempt to deal with the enigmatic issues. Nobody has a clue about the hard problem except to say that it emerges like a rabbit out of a hat … we have testable predictions and the classical people don’t.””

discussion: neurons / psi: “researchers at Washington University in St. Louis are beginning to unravel the process by which the brain makes these everyday prognostications. The researchers focused on the mid-brain dopamine system (MDS), an evolutionarily ancient system that provides signals to the rest of the brain when unexpected events occur. Using functional MRI (fMRI), they found that this system encodes prediction error when viewers are forced to choose what will happen next in a video of an everyday event. “Successful predictions are associated with the subjective experience of a smooth stream of consciousness. But a few times a minute, our predictions come out wrong and then we perceive a break in the stream of consciousness, accompanied by an uptick in activity of primitive parts of the brain involved with the MDS that regulate attention and adaptation to unpredicted changes.” In the functional MRI experiment, Zacks and his colleagues saw significant activity in several midbrain regions, among them the substantia nigra — “ground zero for the dopamine signaling system” — and in a set of nuclei called the striatum. The substantia nigra, Zacks says, is the part of the brain hit hardest by Parkinson’s disease, and is important for controlling movement and making adaptive decisions. Brain activity in this experiment was revealed by fMRI at two critical points: when subjects tried to make their choice, and immediately after feedback on the correctness or incorrectness of their answers. Mid-brain responses “really light up at hard times, like crossing the event boundary and when the subjects were told that they had made the wrong choice,” Zacks says. [put this with the baby blink less when absorbed, autistic kids keep blinking 6]

6argument] neurons / emotions: “The amygdaloid complex is located in the medial temporal lobe just in front of the hippocampal region. Studies in recent decades show that the amygdala has a network of connections, both inward and outward, with many parts of the brain, beyond its traditionally recognised connections with the hypothalamus and the brain stem. Its nuclei can influence diverse regions including the spinal cord, frontal, cingulate, temporal and occipital cortices. Projections to the amygdala from the frontal lobes come mainly from the orbitofrontal and parts of the media prefrontal. These areas are related to social activity. The amygdala has substantial connections with the temporal lobe, and reciprocal connections with a variety of subcortical regions. The lateral nucleus of the amygdala, occupies a larger proportion of the total amygdala in primates including human than in other mammals. This is related to this nucleus receiving many inputs from the neocortex. The upper parts of the lateral nucleus receive inputs from the sensory cortex. The primate amygdala is involved with all types of sensory information, but is most heavily influenced by the visual. The largest proportion of visual input comes from the ventral ‘What?’ pathway indicating that the amygdala is to a good extent a danger detector that can orchestrate a whole body response. Damage to the amygdala produces changes in fear reactivity, feeding and sexual behaviour. The amygdala is also implicated in reward learning, motivation and drug addiction. It has been implicated in aggressive, maternal, sexual and eating/drinking behaviour. It is also involved in the modulation of various cognitive functions such as attention, perception and memory. The amygdala has extensive connectivity with areas of the brain involved in cognitive functions. Once the amygdala has detected an emotional stimulus, it can also influence the processing of that stimulus. The amygdala also projects to association areas in the temporal lobe. Cognitive functions are able to influence the amygdala, and prefrontal executive areas have some influence. Cognitive activity such as reappraisal can alter activity in the amygdala. The amygdala can also influence cortical functions indirectly. When the amygdala detects something emotionally significant, it directs the release of neuromodulators, such as noradrenaline, dopamine and serotonin that influence cognitive processing in cortical areas. Amygdala  activity also releases hormones into the bloodstream that later feed back from the body to the brain. Activity in the basal amygdala influences hippocampal processing of memory. Many nuclei with distinct chemical signatures in the thalamus, midbrain and pons must function for a subject to be in a sufficient state of brain arousal to experience anything at all. These nuclei therefore belong to the enabling factors for consciousness. Conversely it is likely that the specific content of any particular conscious sensation is mediated by particular neurons in cortex and their associated satellite structures, including the amygdala, thalamus, claustrum and the basal ganglia. Conversely, conscious perception is believed to require more sustained, reverberatory neural activity, most likely via global feedback from frontal regions of neocortex back to sensory cortical areas[16] that builds up over time until it exceeds a critical threshold. At this point, the sustained neural activity rapidly propagates to parietal, prefrontal and anterior cingulate cortical regions, thalamus, claustrum and related structures that support short-term memory, multi-modality integration, planning, speech, and other processes intimately related to consciousness. Competition prevents more than one or a very small number of percepts to be simultaneously and actively represented. This is the core hypothesis of the global workspace theory of consciousness. one might describe flow as the opposite of Amygdala hijack. Mihaly Csikszentmihalyi describes flow as “energized focus, full involvement, and success in the process of the activity.” This can only occur when the Amygdala is completely influenced by the neocortex.”

6argument/ neurons: “testosterone alters synapse function. Although not the primary function of most hormones, neural activity can be modulated as a result of their presence. For example, it has been shown that some hormones can modify cell permeability and therefore have a crucial impact on ion concentration, membrane potential, synaptic transmission and thus neural communication and behavioral outcomes (2). More specifically, when a hormone such as testosterone acts on a target neuron, the amount of neurotransmitter that is release is significantly affected. For example, it has been suggested (i.e., with experimental data) that testosterone acts on serotonergic synapses and lowers the amount of 5-HT available for synaptic transmission. This is important when coupled with the fairly well accepted idea that the presence of 5-HT serves to inhibit aggression, as shown convincingly in studies done on male rhesus monkeys: Serotonin reuptake inhibitors such as Fluoxentine and several other antidepressants lead to a significant decrease in aggression in both monkeys and humans”. [part of conversation w/girls]

6 argument neurons: “Greenfield, a neuro-pharmacologist, has moved from labeling brain regions and prefers to describe the walnut-shaped brain, with its cauliflower-appendage of cerebellum, as operating more like New York City. The brain’s 100 billion neurons could be divided into boroughs, districts and blocks. A room in a building on a block is like a neuron, which communicates with other rooms in the city via messengers – transmitters that are received by receptor chemicals – and inside each room are desk-bound synapses and ion channel cupboards, with pumps for movement of electrical impulses which deliver the required end responses.”

6 argument neurons / bioelectric: “The brain’s ability to self-repair – for example, after a mild stroke – indicates it has plasticity way beyond the earlier categorisations. Far from being on the genetic determinist side of the nature/nurture debate, Greenfield considers the mind as “the seething morass of cell circuitry that has been configured by personal experiences and is constantly being updated as we live out each moment”. Emotions, Greenfield argues, are the building blocks of consciousness, which emerges as a series of waves of neuron networks that rise and fall according to the degree of awareness or stimulation.”

6 argument neurons: “Penrose/Hameroff Orchestrated Object Reduction (Orch OR) theory of quantum consciousness. In a nutshell, the theory suggests that inside each nerve cell, spindle-like microtubules (very tiny ropes of protein) exhibit quantum mechanical properties – dual wave/particle characteristics – holding two positions or configurations at the same time. These microtubules are able to dance in unison with thousands of others in a coherent network. Finally, the hybrid states collapse from their uncertainty of quantum entanglement into a singular, “classical” position, in the process forming conscious thought. Some thinkers, including the Boston-based professor of philosophy at Tufts University, Daniel Dennett, have argued that the brain processes inputs like a Darwinian computer, by selectively sorting perceived information, and that a separate consciousness outside the matrix of events and sensations of life is an idle construct. “Subtract them, and nothing is left beyond a weird conviction [in some people] that there is some ineffable residue of ‘qualitative content’ bereft of all powers to move us, delight us, annoy us, remind us of anything,” Dennett says. Is a person’s experience of life more than the sum total of sensory perceptions?”

6 argument neurons / bioelectric: “One thing is clear: the brain doesn’t work like a digital computer. It is swirling patterns of electrical activity. It has to do with patterns and complexity,” says Paul Davies. Certainly there is a huge global effort to find the bit where it happens, the NCC – the neural correlate of consciousness. Davies says mapping ways in which neural processes correlate to conscious outcomes is a reasonable approach. “But you are still stuck with the problem of what is it about a particular complex electrical pattern that has thoughts or sensation attached to it, let alone specific ones like love or a sense of greenness. What distinguishes those from the swirling electrical patterns in the Victorian electricity grid, which presumably doesn’t have thoughts and sensations attached to it? That is what a physicist would like to know. So it still seems to me, as a physicist, deeply mysterious, the problem of consciousness.” “Time is on our side. The classical approaches are going nowhere, they are flailing in terms of explaining consciousness,” he says. “It is all more of the same hand waving, emergence arguments, more ultra-reductionism – this part of the brain is important, that part is not – with no attempt to deal with the enigmatic issues. Nobody has a clue about the hard problem except to say that it emerges like a rabbit out of a hat … we have testable predictions and the classical people don’t.” Davies concludes that if Penrose and Hameroff are right, and there are microtubules in the brain that allow quantum coherence to be maintained through many cycles of information processing in a hot environment (the brain), “then that is exactly what the quantum computing people would need to make a functioning quantum computer, and that would be a revolution as great as the invention of the computer in the first place.”

memories not stored in brain like storage box but in time field like cloud. memories not in past but produced in present, interpreted. bergson, sheldrake. brain tunes into future and resonates with past, time not one way, timeless state past present future all real be here now. brain interprets sensory input, only perceptions, dependent on neural pathway, filtered thru consciousness, not external reality. nothing exists outside consciousness. what’s this got to do with quantum computers? nothing. sort of.

move to hexspex. “applying the electrodes to the skin directly over those arteries that were close enough to the skin surface. The 50-100 micro ampere current could be created within the artery by electromagnetic induction allowing the entire therapy to be applied externally, without the need for implanting electrodes into the arteries. The device he put together to accomplish this is today called a blood electrifier. Beck started by applying his blood electrifier to himself. He originally placed the electrodes over leg arteries near the ankles of either leg, then changed the location to two different spots on the arm, and finally found that it worked just as well if he placed the two electrodes near each other over the ulnar and radial arteries just behind the wrist.”

“They found the glazed stare was accompanied by objectively measurable changes in automatic, reflexive eye behavior that could not be imitated by non-hypnotized participants. In the field of hypnosis research this result means that hypnosis can no longer be regarded as mental imagery that takes place during a totally normal waking state of consciousness. On the other hand, the result may have wider consequences for psychology and cognitive neuroscience, since it provides the first evidence of the existence of a conscious state in humans that has previously not been scientifically confirmed. For over 100 years researchers have debated if a special hypnotic state exists or whether it is just about using cognitive strategies and mental imagery in a normal waking state.”

crappy results

results: [discussion how to proceed] “”Minecraft” was not a product of the typical game development and it’s not produced by one of the best-known production companies of the gaming industry. Instead, it was started by Notch — as he’s known to the game’s fans — an independent game developer who was willing to experiment with a unique game design, try a risky new online business model and forge a new relationship with gamers. He shared his thoughts on this at the official launch for Minecraft in Las Vegas. The game’s formula is not entirely new. Open world “sandbox” games have been a part of many successful titles. This is where the player is not restricted to a particular path, either in the game’s physical world or in the game’s narrative. But no one had really taken this concept to the extreme that Notch has. In “Minecraft,” the player is placed somewhere on a gigantic world at sunrise, and that’s it. There is no apparent storyline, mission or purpose, beyond a few tips and achievements. Players are given a world of their own to do with as they like, which often becomes an addictive adventure of survival, exploration and building. When Notch first released Minecraft to the online public, the game was far from finished, and was still in an early Alpha stage. Releasing it at this point held significant risk, he said, as players could dismiss what could be a great game because of the glitches, bugs and the unfinished quality of a pre-beta version. Instead, the opposite happened. If selling an unfinished game online by himself wasn’t risky enough, Notch took it a step further by making the classic version of the game available free. This skyrocketed the game’s popularity, and close to 25 million people have since downloaded the game on their PC. More than 5.8 million copies have been purchased. Another result from this unconventional business model is the relationship it has formed between Notch and his fans. Instead of just being consumers, these early players felt they were a part of the game’s development. The game updates felt like gifts to the players, instead of the natural progression toward a title’s release. “The players got invested in the testing and the suggestions and the feedback kind of early on and actually started buying the game early,” he said. “The way that they talked about the game is definitely why it’s spread so fast, because there was no marketing before that — just word of mouth.” One way players talked about “Minecraft” was through more than 4 million YouTube videos. Notch and his team at Mojang have been very responsive to fan suggestions and ideas, and have also supported the modding community, which has built a host of add-ons for the game. This collaboration has created a loyal following that culminated in November with the official launch of “Minecraft.” As the crowds swelled, with many dressed as Creepers and other creatures from the game, the Xbox team was surprised by the passion of the fans. “The level of excitement of everybody here, to be in the room with the creator of one of their favorite games — you don’t see that on the same level with any other game title,” said Michael Wolf, who does marketing for the Microsoft Xbox Live team.”

*****************

the girl: the boy and girl know every nook and cranny and the why and how of everything, but don’t test any details. there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again to teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons.  are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game. the boy and girl are working against each other.  each thinks they know what something needs and so they both do things unilaterally, mainly without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. Testing these levels is useless for her because her quantum powers are strong here and it’s hard to test like a regular player would, without cheating. As soon as she can she’s working on antarctica which happens after the first 3 levels are up. When she gets to it it’s a placeholder plane that kurt and the kernel are starting to texturize. (so she never notices them trashing the carnival level later, and never sees them dig tunnels and never knows about the hidden caches. She’s totally blind to the cheating and gaming that’s going on. She ignores the school for cheaters that the carnival level becomes, even tho they do it deliberately after kurt dies). She is aware that nobody but she is interested in building anything quantum into the game, so she goes around all the areas of antarctica and puts quantum tollbooths at each portal, and devises quantum chin-up bars in unusual places. Part of the embarrassing clunkiness that drives kurt to rewrite it. feel dissatisfied in their relationships and like they are not getting enough love. So they put themselves last and give even more, only to receive even less (from their point of view). They need to remember that love is a vibration that they need to embody in order to feel it, not something you can get from someone else. Nor give to someone else, for that matter.

the boy: they’re anxious to be in antarcitca and are starting to think the first 2 levels were a mistake. they feel they’re there to show the kernel what they want, so they do the same kind of showoff stuff that pissed the angel off. they test carnival when it is placeholder just to see if it’s playable. nothing works yet. the boy and girl know every nook and cranny and the why and how of everything, but don’t test any details. the level they’ve designed is clunky, inelegant, and stupid.  it’s boring.  there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again so they can teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons. are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game. the boy and girl are working against each other.  each thinks they know what something needs and so they both do things unilaterally, without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. 

josh and mostly anomia go on to create the antarctica they experienced, which fairy and josh finished tweaking the carnival levels. leaving them to devise hidden ways of doing whatever and fight among each other. they make a really clunky antarctica journey, trying for all sorts of complexity that they can’t manage. it’s a failure of imagination? not, it’s a translation error with the kernel. maybe we should trip again, except we don’t remember what we did and anyway it’s never the same. yeah i guess so. but why doesn’t it get what we’re trying to do? are we not pure enough? we’re already almost never having sex, what do you want? i’m thinking of becoming a vegan. shoot me. i like you the way you are. no you don’t, you…she stopped, aware that others were listening. you spend too much time with snake, she thought. maybe we don’t have enough confidence in what we experienced. it sure seems like a dream now. i’m not even sure of the details anymore. that’s why we wrote it all down right after we had the vision. and we’ve stuck to it thru every part of making the game. but i don’t really believe it anymore, that’s all. then why are we doing this? you’re doing it, mostly. that’s right, i am. and i think it’ll make a great videogame, and we’ve put all this time into it, so we’re going to finish it, and release it, and it’ll be great. it’ll sink like a stone. no it won’t. don’t you believe in it? yes i do, that’s the thing. everything points to what we’re doing being the right thing. (tho she couldn’t come up with a single thing that wasn’t vague. because it’s time for such a thing, because the world’s changing and the angel’s message needs to get out. because the angel said so. because it feels compulsive. because i have to. because things have come together the way they have. because kurt made a quantum kernel and now we have this kickass software and tablet, and because we’d be idiots not to finish what we’ve put so much effort into. he patted her shoulder and kissed her forehead. i love you, he said. just do what you have to do and let the rest slide. when kurt fixes everything right before he dies, he sees that the kernel is unemotional and makes it so that it feels and reacts, now it can sense what the girl and boy want and give it to them instantly. it does that for everyone in the end, which make for everyone getting their wishes, and the whole karma thing coming up in the game as everyone’s wishes conflict and cause consequences and chain reactions, and the kernel in there trying to satisfy everybody. how is this different from reality? does god grant all wishes now? newagers would say yes. what would right wing republican xians say? they would say yes but it would be wistful and tinged with righteousness. the angry and bitter – most of the world – would say hell no, god never listens to me, liberals would point out that there would be no suffering if god answered wishes, and conservatives would point to the continuing existence of their enemies as proof.

kurt: kurt introduces special quantum gamegear. kurt the kernel programmer doesn’t do gaming but sees himself as wizard of the game anyway. 

, he had worked himself around to being proud of his invention – certain proof of his genius – to spite them all. Just because he didn’t have an office in a mighty corporation and didn’t make six figures and get great benefits and stock options and didn’t control an army of peons and droids and didn’t have to worry about deadlines and budget overruns and getting laid off. Here he was, fixing to show them all.

snake: gets caught stealing hexpexspex/bug database.
“Master Your Own Emotions A master manipulator needs to be able to act. Shedding a tear when it suits your needs or losing yourself in a fit of rage are both important skills you’ll want to master. Whether you want to incite fear, sympathy, or anything else will depend on the situation, so it’s important to master your own emotions so you’ll have the proper tools for the task at hand.”
“The narcissist is likely to react with rage to all these and, in an effort to re-establish his fantastic grandiosity, he is likely to expose facts and stratagems he had no conscious intention of exposing. The narcissist reacts with narcissistic rage, hatred, aggression, or violence to an infringement of what he perceives to be his entitlement. Any insinuation, hint, intimation, or direct declaration that the narcissist is not special at all, that he is average, common, not even sufficiently idiosyncratic to warrant a fleeting interest will inflame the narcissist.
talks to random, makes notes to use against fairy.
“There is always built into a lot of startups the mentality of the barbarians at the gate … the disruptive nature that the startup ethos is supposed to be all about,” said Tasneem Raja, the digital-interactive editor for Mother Jones magazine. “It’s sort of lame that it’s being expressed as kegs at the office and beer pong and, unfortunately, also sexism.” The term “brogrammer” (a mash-up of “programmer” and “bro,” the stereotypical fraternity-house salute) has sprung up recently as a sarcastic take on this new breed of Silicon Valley (or New York, or Chicago, or wherever else techies assemble) computing entrepreneurs. Witness a thread on Quora where members of the site satirically submit answers to the question, “How does a programmer become a brogrammer.” One answer: “Lots of red meat, push-ups on one hand, while coding on the other, sunglasses at all times, a tan is important, popped collar is a must. It’s important that you can squash anyone who might call you ‘geek’ or ‘nerd’ and that you can pick up girls, but also equally important that you know the “Star Wars” movies by heart, and understand programming ideas, like recursion and inheritance.”
“Ten years ago, it required somebody who was much more technical,” said Steve Spurgat, the CEO of VYou, a New York-based social video site. “When you were writing

, it was much less abstracted layers where it would take a much longer time to build something that would take a couple of days now.” Spurgat cites some positive effects of that trend, saying that creative types who maybe aren’t as detail-oriented as early coders can now join in. But in the 10 years since he started working in startups, he’s definitely noticed a culture shift.”
“36. disdain things you cannot have: ignoring them is the best revenge. by acknowledging a petty problem you give it existence and credibility. the more attention you pay an enemy, the stronger you make him; and a small mistake is often made worse and more visible when you try to fix it. it is sometimes best to leave things alone. if there is something you want but cannot have, show contempt for it. the less interest you reveal, the more superior you seem. snake when he fucks up some part of game creation”
not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave. iae, artcriticese
arrange opportunities for abuse. A lack of data integrity and security, easy to steal passwords, easily pwned property. avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies. On-purpose bugs.

fairy: blameless in her own behavior, even tho a lot of things go wrong because she loses and forgets things.
“Victims tend to be boring people, and they will usually take great pains to share their troubles and negativity with you. They will rarely if ever ask you anything about yourself. You can sit with these people for a couple of hours talking, and it will never occur to them to ask you anything about your life.  It quite simply does not occur to them because their world view does not extend to include your thoughts or feelings. Victims, who are self centered by nature, self consumed and usually narcissistic, have a world view which is extremely constricted, and their only reference point in life is themselves. Victims are interested in you if you have something they want, such as sex, money, drugs or to be their audience. They also can easily fall into compulsive behaviors such as gambling, always trying to satisfy themselves via the five senses.  The lasting affect that these individuals leave with you is toxic. This self centeredness, victim mentality typically drives all addictions. One would need relief from oneself somehow, some way, hence addiction ensues.”.
she’s lost track of all the bits and pieces, has no idea where she put the caches, didn’t write anything down, nothing transfers to the bug database and all her backup gets deleted, she blames random, who kept his own copies and reformats them. she refuses to test the game, going around critiquing others, correcting things others have done, tweaking, ignoring what she was supposed to be doing because of the need to fix everybody else’s problems. more work for random.
fairy tries to test but doesn’t get physics concepts, requiring dumbing down from kernel, snake backs her up but she feels bad about it. vs snake: “Refuse to accept abusive behavior. Demand reasonably predictable and rational actions and reactions. Insist on respect for your boundaries, predilections, preferences, and priorities.”
Professional services A professional dominatrix or professional dominant, often referred to within the culture as a “pro-domme”, offers services encompassing the range of bondage, discipline, and dominance in exchange for money. Such professional services might not include sexual intercourse, and may and may not include masturbation or ejaculation of semen by other means. In many cases, the gratification or climax of the client does not include direct orgasm, and is dealt respectively. It is common among dominatrices to separate themselves from prostitutes, though there are plenty of prostitutes who also work as professional dominatrices.[19] The term “Dominatrix” is little-used within the non-professional BDSM scene. A non-professional dominant woman is more commonly referred to simply as a “Domme”, “Dominant”, or “Femdom”. There are also services provided by professional female submissives (“pro-subs”). A professional submissive consents to her client’s dominant behavior within negotiated limits, and often works within a professional dungeon. Although far more rare professional submissives do exist.[44] Most of the people who work as subs normally have tendencies towards such activities, especially when sadomasochism is involved.[citation needed] Males also work as professional “Tops” in BDSM, and are called “Masters” or “Doms”. However it is much more rare to find a male in this profession. (It should also be noted that a male “pro-dom” typically only works with male clientele)[19] BDSM Scene In BDSM, a scene is the stage or setting where BDSM activity takes place, as well as the activity itself.[45][46][47][48] The physical place where a BDSM activity takes place is usually called a dungeon, though some prefer less dramatic terms, including “playspace,” or “club.”. A BDSM activity can, but need not, involve sexual activity or sexual roleplay. A characteristic of many BDSM relationships is the power exchange from the bottom to the dominant partner, and bondage features prominently in BDSM scenes and sexual roleplay. The term is also used in the BDSM community to refer to the BDSM community as a whole.[49] A scene can take place in private between two or more people, and can involve a domestic arrangement, such as servitude or a casual or committed lifestyle master/slave relationship. BDSM elements may involve settings of slave training or punishment for breaches of instructions. A scene can also take place in a club, where the play can be viewed by others. When a scene takes place in a public setting, it may be because the participants enjoy being watched by others, or because of the equipment available, or because having third parties present adds safety for play partners who have only recently met.[50] BDSM etiquette A scene takes place within the general conventions and etiquette of BDSM, such as requirements for mutual consent and agreement as to the limits of any BDSM activity. This agreement can be incorporated into a formal contract. In addition, most clubs have additional rules which regulate how onlookers may interact with the actual participants in a scene. This scene appears particularly on the Internet, in publications, and in meetings such as SM parties, gatherings called munches, and erotic fairs.
The annual Folsom Street Fair is the world’s largest BDSM event.[53] It has its roots in the gay leather movement. There are also conventions like Living in Leather, TESfest, Shibaricon, Spankfest, and Black Rose. North American cities that have large BDSM communities include New York City, Washington D.C., Baltimore, Atlanta, Seattle, Denver, Los Angeles, Boston, Chicago, Houston, Philadelphia, San Francisco, San Diego, Dallas, Minneapolis, Toronto, Winnipeg, and Vancouver. European cities with large BDSM communities include London, Paris, Berlin, Amsterdam, Munich, Cologne, Hamburg, Moscow and Rome.

plucky band:

random: covers for fairy, throwing in lots of work. isolated, only talks to fairy. contacts snake.
“master the art of timing. never seem to be in a hurry – hurrying betrays a lack of control over yourself, and over time. always seem patient, as if you know that everythign will come to you eventually. become a detective of the right moment, sniff out the spirit of the times, the trends that will carry you to power. learn to stand back when the time is not yet ripe, and to strike fiercely when it has reached fruition”. random dragoncon

AND BRING OUT RADHU. fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array. as they talked about it,

level 1 is classical physics, where you learn how to physically control gravity and speed etc.

level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.

level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.

the horizontal level is where you learn entanglement, astral movement, etc.

antarctica is where you learn how to change the world

level ! is where you learn how to create the world you want to live in

level !n is where you learn how to be god

classical – amusement park rides and arcade games

relativity – winning for the house (the rudiments of capitalism)

quantum – mind over matter, connection = power

physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2. levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.

in level 1/2 you are asked to apply for a job. request.

in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it quest.

in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end. exploration.

in horizontal/antarctica you have to swim for it using your skills. survival.

in ring 1/2 you are invited / kicked off and ride in a boat to go to school. training.

in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest). normal life.

in ring 3/4 you make your way by foot overland thru wilderness filled with challenges. committing, testing skills

in ring 4/5 you ride to remote places with extreme cultures. learning to work together.

in ring 5/6 you journey in caravans with many others to the great city. sharing a greater purpose.

in ring 6/7 you fly to the final confrontation. acting on principle.

(it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews. the first two levels were subsistence level, oral cultures, explaining things with myths and stories. the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic. the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic. and the seventh level was a leap into global consciousness, empathic and interconnected. she updated the grid accordingly, and showed it to josh, who said ‘whatever.’) He vaguely wondered which of India’s religions would support quantum consciousness and which would object. He decided that Christians would hate it, but Hindus, Muslims and Sikhs would claim quantum for their own against western secularism.

=p: out somewhere, hears something about convention plans, something terroristic, she alerts someone, turns out to be nothing but this primes her interest.
“Onto this stage of conflict and chaos there emerged a growing need for Mercenary Units and Paramilitary Command Units who could execute orders and carry out fast assignments for governments and corporations, allowing the employers plausible deniability as well as the ability to say that they were in no way involved with certain “Black Operations” and “Pirate Like Undertakings”. The new age of the Mercenary had dawned and with it, ruthless Men and Women took on combat and bloody warfare for assets, money, and power. Units and Unions were formed and broken as Clan like structures and Shadow Organizations emerged to be major players in the events that played out on the Global Stage. In War Inc. Battlezone you are a member of one of these Units. Can you survive? Can you win? Can you take your game to the top?”

(caroline: at some point l8r, she anticipates being killed when she finally exposes herself as undercover, confesses to nathan with guilt and relief, and expects her handler (just only her friend who gets her to open up) to slit her throat or administer poison as just punishment for her failure. but none of that happens and she has to figure out how to go on.) (caroline doesn’t know how to turn on a computer (6.1), they tell her she needs one (that’s in chapter 7/8).

c3ll3r!: nathan typical life at home. tries to follow rules, expects to be noticed for his effort, but is punished instead, punished for even trying, so he decides not to play that game anymore, and makes final plans for dragoncon. work hears about testing, debates quitting job because he’s tired of sports lie. studies and gets good grades for mom’s sake.
“41. avoid stepping into a great man’s shoes. what happens first always appears better and more original than what comes after. if you succeed a great man or have a famous parent, you will have to accomplish double their achievements to outshine them. do not get lost in their shadows, or stuck in a past not of your making. establish your own name and identity by changing course. slay the overbearing father, disparage his legacy, and gain power by shining in your own way”.
w/caroline, she’s interested in the same outfit that dad is, and he hears nathan talking about it with mom and decides not to.
c3ll3r! w/dad. “Fifth, new patterns are strongly asserted and accepted by the other person. (The new patterns may be a joint creation in some respects, developing from the dialogue and conflict of the two.)”

(nathan, like many workers, was in constant fear for his job. he was always one mistake from unemployment, those unwashed men who loitered around the day labor office and rode the subway invisibly huddled in the luggage cubby. he might have straight a’s in school, but if he didn’t get thru college, he might end up like them. even so. the crowd he served was always talking in hushed tones about the layoffs upstairs in the big corporate offices. in fact, his boss worshipped the rags nathan cleaned with, because he was a hard worker, he didn’t have an attitude, and he went out of his way to make things run smoothly. he was thinking of nathan for his youngest daughter. (smallest unit at 600sf with 10′ frontage) b’stro d l’te) we’ll see, kid. nathan was unsure. at home, ‘maybe’ meant ‘no’.

“Idiot, it’s either this or that.”
“But Dad, there are all the things in between.”
“No there’s not, there’s only two choices. One is good, one is bad. And I can tell just by looking at you that you’re bad. Know how I know? Because good people are good looking. Bad people have warts and look scruffy. Appearances don’t lie. Just look at TV if you want to understand that. The trouble with you is, you don’t watch enough TV. You’re always holed up in here with books, by yourself. You need to get out there and mix with others. Make some friends.”
“You might as well be alone when you’re watching TV,” Nathan said.
“You’re not alone, you’re sharing it with millions of other people. They’re all out there, one big happy family.”
“I know it’s tough, Nuthin. I was picked on a lot when I was your age.” He stood tall and thumped his chest. “But look at me now, at the top of my game. I have to say it, your dad is one of the finest men that ever lived. If only…” He stopped. If only he got the recognition he deserved. If only he had better kids and a wife who didn’t complain so much. If only he could get a break.

dad:
traits: Obedient, conformist, Concerns with fear and threat linked to an endorsement of inequality, Reliable, trustworthy, faithful, loyal, Stable, consistent,
events:
work: casts about looking for new job, finds nothing, decides he’s happy right where he is.
abuse: Manipulates – Tells you you’re crazy or stupid so the blame is turned on you. Tries to make you think that it’s your fault he is abusive. Says he can’t help being abusive so you feel sorry for him and you keep trying to “help” him. Tells others you are unstable. Mood Swings – His mood switches from aggressive and abusive to apologetic and loving after the abuse has occurred. talks to son about sports.

mom: dad abuses her, she protects kids.

sis: dates head of gang at public high school.

sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”

shit happens: kurt generates fleeting but definite effects when he’s working in the kernel. the boy and girl don’t generate any quantum effects in the realworld. things they’ve noticed correlate, hexpexspex

they: already understand the nature of reality, in principle, and that all that is left to do is to fill in the details. quantum reality is impossible, inconceivable. want gamegear to study for weapons applications. tactic Play Dumb. No matter what evidence or logical argument is offered, avoid discussing issues with denial they have any credibility, make any sense, provide any proof, contain or make a point, have logic, or support a conclusion. they get hold of bug database and correlate with things they’ve noticed. military applications. higher ups worry.

(the microphones above the space in the foodcourt picked up all kurt said about the kernel being alive, of course. but they weren’t looking yet, and when they found it later, after shit started happening, hey were interested in it for a minute, and gleaned what they could of kurt’s early accomplishment.)

THEM : the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both. bandwidth because of the entanglement that saves downloading every little change to every single user. and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out. then you play it back and find out who won, which depends on both players watching the feedback. preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter. except it does, and the internet is overloading with the game, and they’re trying to figure out a way to stop it, but the border isn’t up and running yet, or the kernel is overridign the border software.

Here’s the rub: The world economy has just gone through its longest expansion since the end of World War II, driven in large part by China, India, Brazil, Russia and other emerging economies where masses of humanity have been transformed from poor, rural peasants to consumers. Now the sudden economic downturn has hit rising expectations around the world and we are on the wrong side of the Davies J-curve. On the dark side of pessimism, China could implode. Russia could devolve into an even more authoritarian place. India could witness the rise of a right-wing Hindu nationalist party, stressing the country’s 154 million Muslims and further complicating tense relations with nuclear-armed Pakistan. Widespread labor unrest could sweep through Europe, the Americas, Asia and elsewhere. But whatever ill comes of this global downturn, it’s a safe bet that those countries with the strongest and most flexible political and economic institutions will be best prepared to weather the inevitable storm. Can a country cope with rising poverty? Can it feed its masses? Can it provide adequate health care and housing? Does it have political systems that will allow for (relatively) peaceful protest and political change? Does it have a banking system that can be healed? Does it have regulatory agencies and judicial bodies to create and enforce fair rules?”

Extolling TBN’s prominence and programs, Mr. May said the spending that some call opulent “is necessary to convey the ministry’s position of accomplishment.” The Gospel of Prosperity On the air, the Crouches combine uplifting talk with encouragement to give to the Lord, and so be repaid. This “prosperity gospel” is shared by several televangelists who appear on TBN. But many conventional Christian leaders regard it as a sham.”

naomi klein has documented the rise of ‘disaster capitalism’ under the bush administration, where private contractors get huge no-bid contracts to do jobs in disasters (such as 9/11, katrina, iraq) that government used to do, while government agencies are made nonfunctional through budget cuts.  this is essentially a major transfer of wealth from taxpayers to private corporations, an overwhelming weakening of government, and a capacity-shifting from government to corporations that profit mightily from disasters at great cost to the general public.  such relatively invisible ‘reality creation’ is below the public radar screen.  why is this possible? “the brain supplies the reasons.  first, stressed like fear (of terrorist attacks), worry (say, about finances, health care, and so on), and overwork tend to activate the norepinephrine system, the system of negative emotions.  the result is a reduced capacity to notice.  second, the right conceptual framework must be in place in order to recognize apparently different events as the same kind of event. “for example, as i write this, there are three front-page news stories that seem to be about different things:  blackwater mercenaries killing civilians in iraq, the president’s veto of the continuation of schip (a government-run children’s health care program that has been working), and the fda no longer having the resources to monitor food and drug safety trials.  but they are about the same issue:  the radical conservative political and economic agenda is putting public resources and government functions into private hands, while eliminating the capacity of government to protect and empower the public.  the public has no conceptual framework to see all these as the same and to comprehend what this means, and with the stress of fear and worry and to create the substantial neural structres needed to comprehend what is happening in hundreds of areas of life. “the democratic leaders are not, as they say, connecting these dots.  on the contrary, their appeal to supposed enlightenment reason – conscious, logical, unemotional, disembodied, based on perceived self-interest, and open to rational discussion as classically conceived – plays into radical conservative hands.”

media: popping in and out, kurt’s fleeting kernel effects. tactic minimize. dismiss as cranks

“the Fox viewership seems to be marked by a sort of collective personality disorder whereby the viewer feels almost as though they’ve been let into a secret society. Something about their affiliation with the network makes them feel privileged and this affinity is likely what drives the viewers to defend the network so vehemently. They seem to identify with it at a core level, because it tells them they are special and privy to something the rest of us don’t have. It’s akin to the loyalty one feels by being let into a private club or a gang. That effect is also likely to make the propaganda more powerful, because it goes mostly unquestioned.”

authoritarian culture: The group feel grandiose and self-important (e.g., they exaggerate the group’s achievements and talents to the point of lying, devoid of empathy

resistance: ???

***

(fairy opened up the instance in her palm and adjusted the settings inside, then snapped the cover on and and saved it back down to the node of the scene graph/world tree.)

players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.

antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown. then they lay out the carnival layers. we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway. we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)

we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers. the game we set our sights on wasn’t even playable the way we’d designed it. but that was before the kernel changed everything. like surrendering and waiting for the miracle.

but for what, we’re already conflicted because the game was set in a huge antarctica without ice, they know that now, but they’re only building 3 levels, so she’s forced to compromise on the skydome, continually trying to cram in lessons when they’re uncalled for in the boy’s opinion.

And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”

People who buy things are suckers.

(version two of hexspex is an induction field emanated from a tiny badge or earring or something and version three is a pill. version four is all in the imagination).

(nathan wants a tablet of his own so bad he’d like to steal it. caroline says she’ll cover him (6.2). but when it goes missing and snake suggests theft and they ask caroline, she points to nathan. this follows him right thru the story.)

(instabutton screen kinks to show later, gel problems, oozing, puncturing (snake and josh), 3D thing wonky animation problematic. save early and often, what you thought it would backup automatically? duh. add it to the list. rsn.)

I’m serious, why can’t we use Microsoft or Apple?” Snake whined. “Why can’t I run it on my laptop? I’ve got a kickass Windows gaming desktop at home.”
I use a Mac,” said Anomia.
I don’t know,” Josh said, strumming his tablet like a guitar, “I think this is pretty cool.”
Microsoft and Apple are evil,” Fairy said. She beamed at Kurt. “I use linux at home.”
Kurt shrugged. “Android is open source, iOS is overrated, Windows sucks. It’s a no brainer.”
Nathan, looking on, had Windows on his school laptop but had installed a partition and was running Ubuntu on the other side. Caroline, lurking around the trash cans, didn’t even know how to open a laptop, and on the other side of the world, Radhu’s computer was his parents’ ancient PC running Windows 98 and all illegal software.

Kurt shook his head in wonder. “The quantum kernel has depths I’m only beginning to be aware of.”
If the military ever got their hands on it,” Snake began.
“I’ve made sure they won’t,” Kurt replied.
(l8r snake asks what he meant by the military not being able to get their hands on the kernel.)

Fairy was fascinated, but the others didn’t particularly like the idea. “Sounds creepy,” Snake said, shoving his food box across the table to Fairy’s place. “It’s not nano, is it? Will it get in your bloodstream?”
Josh spoke up. “Wait, I know that one. That’s where swarms of nanobots take people over, and they give this guy gills and tentacles.”
The kernel’s not a nano swarm, and it can’t invade your body or multiply into testube goo, but it did affect your nervous system. It f’real worked on his, anyway – he tingled all over and heard voices in his tooth fillings. It seemed to like Anomia and Josh, who were more receptive because of their experience, maybe. He could tell the kernel felt positively toward them, the same way he knew the kernel didn’t like Snake. And it had already warned him about Fairy.

They were stuck in traffic going home a few days later, and Josh casually mentioned that Snake needed another tablet. Or iPhone. Whatever it was this time.
Ah, God,” she said, shaking her head as she crept along behind a truck with exhaust problems.
“Yeah, and worse than that, Kurt doesn’t want to replace it.”
“Kurt’s right,” she said, rolling the windows up. “I don’t think he deserves another one.” They stopped at a light. It was rush hour. People were driving like assholes.
Josh fiddled with his armrest. “Actually, Snake blames Kurt, because he keeps giving him these shitty copies that don’t work right.”
How’d he kill it this time?” The light changed. She waited impatiently for the guy in front to take his left turn so the rest of them could go.
It got confiscated at the airport. They said it looked funny on the scanner.”
“I guess he’s too old for a Gameboy.” She surged ahead, tailgating the car in front of her to get thru the intersection. “Did they arrest him?”
No, but they grilled him for hours.” She swerved around someone else turning left. “He didn’t say anything,” he added hastily.
What’s there to say?” she wondered, coasting to the next light. “We’re only making a videogame.”
He looked at her. “Yeah, only a quantum videogame, using brand new technology that people would probably kill to get hold of.”
She glanced at him. “Don’t be silly.”
He shrugged. “You know, corporate espionage, tech rivals squelching the competition, that kind of thing.”
She paused. “I suppose that’s a possibility,” she said. “Maybe Kurt should patent his code.”
***
Kurt got all pissy about it, but finally gave Snake a tamagotchi. It ran the software as well as any of the other devices he’d loaded the kernel onto, but it also needed feeding and toilet training.
Snake did the same thing he did with all the devices he’d been given. And demanded another one.
This time he got a digital wristwatch, but something Kurt said convinced him he wouldn’t be getting any more replacements, so he kept it, and complained constantly about the insult.
Kurt wasn’t trying to punish Snake, he was challenging himself to deliver ever-more elegant versions of the kernel, which optimized and adapted any software he fed it. The process was only sort of guided by Kurt, who was only suggested to by members of the team, who never minded what they wanted, because what they wanted was silly, and he had a better vision. And the tools.

About jeanne

artist, grandma, alien

Posted on May 8, 2013, in fiction, Outline. Bookmark the permalink. Leave a comment.

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